C C P

C C P Alliance

Path to Game and Overall UI* Major improvement to the login flow. Time to merc quarter reduced from 4:30 seconds to 1:30 seconds on average * New character creation screen * Removed Specializations* New loading screens* All UI screens have been visually polishedSpawning and End of Match* New Overview Map and Spawn Screen UI.* Squad member list visible on overview map * Improved fit selection on spawn screen * Improved scanning on Objectives and Installations* Players are invisible / cloaked upon spawn for a few seconds. Cloak diables upon movement * Redesigned bleed out* New Kill Screen that shows who killed you and his/her statistics* Revamped and enhanced End of Match Screens

Skills* New node based Skill UI* Newly created characters receive no starter skills. Specializations have been removed* Reorganized skill tree to be simpler with logical separations between vehicle and dropsuit skills. Now all dropsuit skills are under Dropsuit Command; all equipment and modules (with the exception of damage modifiers and remote explosives) under Dropsuit Upgrades and all weapons under Weaponry* Weapon skill bonuses are now weapon-specific as opposed to providing blanket bonuses across Light, Sidearm and Heavy categories* Dropsuit Command skills first unlock basic non-role frames before unlocking role-specific skills* Module skills improve the efficacy of modules used

Weapons* Weapon tiers streamlined so that more side grades are unlocked in the advanced tier and more exotic variants in the prototype tier* Reduced damage and max range of the HMG* Moved Charge Sniper Rifle into the prototype tier* Improved damage on Tactical Assault Rifle variants* Modified nova knife to do charge-based damage (allowing instant attacks).* Increased FOV for the laser rifle in ADS so that it has less “zoom”* New laser rifle iron sights* New Gallente assault rifle iron sights* New Gallente assault rifle ACOG scope * New Gallente shotgun ADS* Added new weapon animation system for Move controller* Added new charging HUD element integrated with ammo UI* Added support for multi-fire weapons i.e. regular and charge based firing on a single weapon type* Added support for transitional into scope animations and added animations for all weapons * Added heat glow on a variety of weapons such as the assault rifle and nova knives * New jumping animations when in scope* Updated reload animations * Updated all melee animations * Updated 3P animation to support sprint strafing * New sprint animations for all pistols * New overheat animations for HMG and Laser Rifle* Updated laser rifle reload* Updated recoil for Gallente shotgun

Equipment* New equipment added:* Active Scanner* Increased throw speed, activation time and number of remote explosives that can be carried at once* Reduced nanite storage capacity and recharge rate of militia nanohives, and moved more powerful variants into advanced and prototype tiers to encourage skilling into higher tiers.* Added range indication for fallen teams mates when using nanite injector * Added the ability to use the nanite injector even when you do not have it selected * Added new cortex display

EVE Universe* Added player location to the HUD in the MQ and WR * Added EVE standard time readout to neocom* Added in-match tags for EVE ships in orbit

Turrets* Reduced dispersion on Large Missiles* Increased speed on Railgun and Missile projectiles* Increased splash damage on Small Missile Turrets

Installations* Attached new small installation bases* Fix to CRU – should now take the same level of damage as other installation components

Adjustments to ISK prices* Lowered prices on standard and advanced items in all categories while keeping the price level of prototype items mostly intact* Simplified the pricing on dropsuits – there’s now just one price category (i.e. heavy dropsuits now cost the same as assault dropsuits of the same meta level)* Simplified the pricing of weapons – they now have two price categories, primary weapons and sidearms (i.e. heavy machine guns will now cost the same as assault rifles, and nova knives the same as scrambler pistols of the same meta level)* Reduced the price of Dropships in half (approximately)* Changed the base price points on vehicle modules and turrets – vehicle modules will be less costly than before, while vehicle turrets will be more expensive* Changed the base price points on equipment – equipment will now be less expensive overall

Improvements to the Augmentations page* Boosters of different multipliers can now be queued, with newest additions going to the front of the queue* Made improvements to what information is available and how it is displayed

Maps/Environments* Greatly improved terrain shaders and rendering, including vegetation. * Complete rework of existing terrains. * All battlegrounds now contain all game modes. * Improved Ambush OMS game mode * Gameplay tuned for 32 players. * Art Polish of architecture and structures* New moods providing variation in time of day and tone on different planets

Factional Warfare* Battles relating to Factional Warfare are no longer considered corporation battles. The battles can be found under the Mercenary tab of the Battle Finder and are now auto generated based on activity within EVE* Factional Warfare battles allows you to select which side you want to fight on

Starmap* A new starmap has been added and can be found in the Neocom under Battles* The starmap has three view settings:* Atlas view which shows sovereignty information from all over New Eden* Factional Warfare displays the ownership of planetary districts for each of the 4 major factions. From there you can join battles and see their results affect the outcome for each faction* Corporation tab that will show information about your corporation’s conquest of planets within New Eden

Other* You can now see your connection quality to battles in the Mercenary can Corporation tab of the Battle Finder. The bar shows your connection quality (more bars means higher quality)* You can now send and receive mail to both your alliance and corporation* As a DUST player with roles in a corporation you will now receive notifications based on that role. This includes all EVE and DUST notifications such as POS fuel and district attacks* The wallet has been updated to show the journal log for both your personal wallet and corporation wallet* Brackets for ships in space connected to a district are now visible. This is limited to a specific quantity of ships and will always try and show ships from both sides* The size of squads has been increased to 6* UVT (Universal Voice Translators) are no longer available on the market and you will be able to use the in-game voice system without UVT

Bug Fixes* Fixed issue where sounds may drop off* Fixed issue where players may get stuck when loading into the battle* Fixed issue where the Weapon Switch menu may get stuck* Fixed issue where throwing grenades/switching weapon has a slight delay* Fixed issue where Mouse Sensitivity setting may not work as expected* Fixed a UI issue where Module Stacking Penalty does not show up properly* Fixed Target Intel triggering for Flaylock Pistols

Path to Game and Related UI* Implemented logging out character from NeoCom

Spawning and End of Match* Added "call for help" button to kill screen * Updated strings and information on the kill screen to better differentiate between bleeding out and death state* Updated icons for bleeding out so logistics can distinguish between players that have and have not called for help* New icons for EOM stats screen

Audio* New material types for ladders and snow* New UI sounds* Moment-to-moment audio improvements* More information on taking hits* 3rd person reload sounds* Memory and CPU optimizations* Fix ducking problem on killing enemies* Fix echo problem in Biomass* An issue where voice was not available for certain very old chat channels has been fixed* Smooth sound of LAVs in the distance

UI* Fixed mail list, now player can roll down to bottom of the list to load up to 1500 latest emails* Added several new attribute icons* Now the weapon switcher will display the remaining number of deployable equipment* Now the background color of Corporation logo on player list will always display red for enemy and blue for friendly* Now the MCC hit point indicator on spawn page will display in correct color, red for enemy and blue for friendly* Unified the font case in several NEOCOM pages* General UI polishing on NECOM pages and HUD* Fixed multiple UI related issues

Vehicles* Improvements to the vehicle icons and driver name tags display* Upward thrust not working when in first person view for dropships* Ground speed limit being ignored has been fixed

Planetary Conquest* Directors can now kick teammates from Planetary Conquest battles while theyâ€™re in the warbarge before the battle starts. Characters that are kicked are banned from rejoining the same battle again* Districts are no longer locked once conquered by a new owner* The estimated number of clones at the target district displayed when moving clones to attack is now more accurate

Starmap* System security level has been added to the starmap information panel* The planet model in the starmap will no longer randomly revert to a default texture

Storefront* Added option to purchase bundles from the market

Other* Characters can now transfer ISK directly between each other and to any corporation* Directors can now transfer ISK from the corporation mercenary wallet to any player or corporation

* All the salvage acquired during a planetary conquest match will now been shown on the End of Match screen instead of just 5 items* Improved speed of RDV vehicle delivery as well as applied tweaks to the RDV AI* Improved server to client performance of projectile based weaponry* Chat channels with more than 50 users (mercenaries or capsuleers) will now operate in delayed chat mode* The launcher now displays total number of players on the Tranquility server